/Engine/Source/Runtime/Engine/Public/SceneView.h
A set of views into a scene which only have different view transforms and owner actors.
class FSceneViewFamily
bool
bAdditionalViewFamily
Indicates this view family is an additional one.
bool
bCurrentlyBeingEdited
Whether the scene is currently being edited, which can be used to speed up lighting propagation.
bool
bDeferClear
Used to defer the back buffer clearing to just before the back buffer is drawn to
bool
bDrawBaseInfo
Indicates whether, or not, the base attachment volume should be drawn.
bool
bIsFirstViewInMultipleViewFamily
Whether this view is the first of multiple view families rendered in a single frame.
bool
bIsHDR
When enabled, the post processing will output in HDR space
bool
bIsMultipleViewFamily
Whether this view is one of multiple view families rendered in a single frame.
bool
bIsSceneTexturesInitialized
bool
bIsViewFamilyInfo
bool
bMultiGPUForkAndJoin
If true then each view is not rendered using the same GPUMask.
bool
bNullifyWorldSpacePosition
Indicates whether the shader world space position should be forced to 0.
bool
bOverrideVirtualTextureThrottle
Whether to disable virtual texture update throttling.
bool
bRealtimeUpdate
Indicates whether the view family is updated in realtime.
bool
bRequireMultiView
True if scenecolor and depth should be multiview-allocated
bool
bResolveScene
If true then results of scene rendering are copied/resolved to the RenderTarget.
bool
bThumbnailRendering
Whether this view is for thumbnail rendering
bool
bUsedDebugViewVSDSHS
bool
bWorldIsPaused
GetWorld->IsPaused()&& !Simulate Simulate is excluded as the camera can move which invalidates motionblur
float
DebugDPIScale
DPI scale to be used for debugging font.
EDebugViewShade...
DebugViewShaderMode
FDisplayInterna...
DisplayInternalsData
For r.DisplayInternals (allows for easy passing down data from main to render thread)
FEngineShowFlag...
EngineShowFlags
The new show flags for the views (meant to replace the old system).
FExposureSettin...
ExposureSettings
Editor setting to allow designers to override the automatic expose.
uint64
FrameCounter
Copy from main thread GFrameCounter to be accessible on render thread side.
uint32
FrameNumber
Copy from main thread GFrameNumber to be accessible on render thread side.
float
GammaCorrection
Gamma correction used when rendering this family. Default is 1.0
int8
LandscapeLODOverride
Override the LOD of landscape in this viewport.
FString
ProfileDescription
Optional description of view family for Unreal Insights profiling.
float *
ProfileSceneRenderTime
Optional tracking of scene render time in seconds, useful when rendering multiple scenes (such as viaUDisplayClusterViewportClient) where the user may want a live breakdown of where render time is going per scene, which the stat system otherwise doesn't provide.
constFRenderTa...
RenderTarget
The render target which the views are being rendered to.
FSceneInterface...
Scene
The scene being viewed.
ESceneCaptureCo...
SceneCaptureCompositeMode
When enabled, the scene capture will composite into the render target instead of overwriting its contents.
ESceneCaptureSo...
SceneCaptureSource
Which component of the scene rendering should be output to the final render target.
ESecondaryScree...
SecondaryScreenPercentageMethod
float
SecondaryViewFraction
Secondary view fraction to support High DPI monitor still with same primary screen percentage range for temporal upscale to test content consistently in editor no mater of the HighDPI scale.
FGameTime
Time
The current time.
TArray<TShared...
ViewExtensions
Extensions that can modify view parameters on the render thread.
EViewModeIndex
ViewMode
View mode of the family.
int32
ViewModeParam
FName
ViewModeParamName
TArray< constF...
Views
The views which make up the family.
int32
VirtualTextureFeedbackFactor
Size in pixels of a virtual texture feedback tile.